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Search found 643 matches

by Rheini
Sun Jan 20, 2008 1:35 am
Forum: 3D/2D models
Topic: granny engine .gr2 question
Replies: 89
Views: 65996

This guy also coded some Granny supporting stuff:
http://www.codesuppository.blogspot.com/
by Rheini
Sat Jan 19, 2008 7:46 pm
Forum: Game Archive
Topic: .wz archive
Replies: 515
Views: 227648

Why don't you disassemble the game exe? Maybe it's a value that is dynamically computed.
by Rheini
Fri Jan 18, 2008 4:56 pm
Forum: Game Archive
Topic: Test Drive Unlimited (PC) support for .db .map .3dg
Replies: 10
Views: 5494

This is a 010 Editor (this is a hex editor) binary template. Just wanted to publish the information I got so far for other people who want to dig into the format.
by Rheini
Thu Jan 17, 2008 9:25 pm
Forum: Graphic file formats
Topic: Messed up looking textures/images?
Replies: 3
Views: 1945

BGR isn't that uncommon, it is used in the .bmp format for example.
I think this also has a good reason, but I can't remember why.
by Rheini
Mon Jan 14, 2008 11:34 pm
Forum: Old posts
Topic: Outcast .pak archives(completed)
Replies: 0
Views: 3113

Outcast .pak archives(completed)

uint magic[4]; uint NumFiles; struct Entry { uint namelength; char name[namelength]; uint offset; uint size; uint size_decompressed; } entries[NumFiles]<optimize=false>; All data is compressed using the PKWare Data Compression Library. You can find decompression source code on the web. The first tw...
by Rheini
Mon Jan 14, 2008 7:37 pm
Forum: Tutorials
Topic: Any other tutorials like "Guide To Exploring File Forma
Replies: 64
Views: 31767

Rheini wrote:Thank you. Will try to complete it next week. :)
Not much time atm. Can't finish it in the near future. :(
But nevertheless this is a start.
by Rheini
Mon Jan 14, 2008 6:22 pm
Forum: Game Archive
Topic: Test Drive Unlimited (PC) support for .db .map .3dg
Replies: 10
Views: 5494

struct Name { string name; }; char magic[4]; // XMBF uint uk1; // = 257 uint uk2; // = 28 uint Part2Offset; // Offset of data following the names at the start (with padding) uint uk4; uint uk5; uint uk6; //Name names[100]; // some strings, couldn't find any value holding the number of strings FSeek...
by Rheini
Mon Jan 14, 2008 11:50 am
Forum: 3D/2D models
Topic: need help with DK2 models
Replies: 25
Views: 13606

fatduck wrote:Since I do not like this game/model. It is hard for me to look deep into it.
Thanks for still looking into this mate :)
by Rheini
Mon Jan 14, 2008 8:39 am
Forum: Game Archive
Topic: "The Outforce" .box files.
Replies: 40
Views: 13791

What I'd love to find is a copy of the console commands and how to get into the built in map editor in The Outforce. Why don't you ask once more in the game's forums? Besides that, if you already know a command, try to search for it in the game's exe with a hex editor, with some luck you also find ...
by Rheini
Mon Jan 14, 2008 7:59 am
Forum: Tutorials
Topic: Any other tutorials like "Guide To Exploring File Forma
Replies: 64
Views: 31767

I found out that Hex Workshop also has a similar feature, called Structure Viewer, there.
by Rheini
Fri Jan 11, 2008 9:31 am
Forum: 3D/2D models
Topic: .o3d format conversion help.
Replies: 21
Views: 14466

fatduck wrote:Your post above didn't help me! But I had figured the format out already! :D
You are the 3D model format god! :D :wink:
Would you mind having a look at this thread? viewtopic.php?t=2546
We already collected some information, but some stuff is still missing.
by Rheini
Thu Jan 10, 2008 1:41 am
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3913

Would need the executable and all dlls to say more.
by Rheini
Thu Jan 10, 2008 1:22 am
Forum: Graphic file formats
Topic: Namco Tales of Eternia Online files...
Replies: 10
Views: 3913

I doubt that data is filenames. Just look at those 12 bytes that are always the same. As well I think it must be like that: struct FirstEntry { uint offset; byte SHA1[20]; uint filesize; } firstEntry; struct Entry { uint pointerUnknownZone; uint offset; uint filesize; byte SHA1[20]; }entries[numFile...
by Rheini
Wed Jan 09, 2008 10:49 pm
Forum: Graphic file formats
Topic: 16-bit palette (a small problem).
Replies: 3
Views: 2007

a 16-Bit palette? don't understand what you mean.
so the palette has 65536 BGRA entries and the picture uses 16 bit per pixel to set the color?
by Rheini
Mon Jan 07, 2008 7:36 pm
Forum: Game Archive
Topic: new AION .pak file format.need help!
Replies: 131
Views: 80475

Yeah but I'm into every aspect of reverse engineering, not only game file formats ;)
I'm really interested in how you unpacked it. There are not much tutorials out there. I only have a spanish one, but it's hard to read it using Google translation :wink: